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Old 09-10-2020, 05:57 PM   #8
Anders
 
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Join Date: Jan 2005
Location: Gothenburg, Sweden
Default Re: Dungeon Fantasy Wildcard Skills for Non-Adventures Professions

Quote:
Originally Posted by Ejidoth View Post
In using Wildcard skills to simplify my Imitator character's multiple templates, I mostly ended up following the advice in GURPS Power-Ups 7: Wildcard Skills for template wildcards.

About twelve-ish main skills per wildcard, and it should include the template's listed Primary and Secondary skills (except weapon skills, unless the template's really about using a particular weapon). Then either trim it down, add conditional extra uses, or borrow appropriate stuff from background skills until you've got a list of twelve-ish skills.

The only one I actually ran into any trouble with using this method was Sorcerer. Turns out that template has a real shortage of primary and secondary skills.

For what it's worth, this was my attempt at "Demonologist!":
I would allow it to substitute for Will in rolls to control demons. It's a central part of being a Demonologist.
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